Pairing augmented reality devices with electronic gaming machines

ABSTRACT

An augmented reality (AR) viewing device includes a processor circuit and a memory including computer readable instructions that cause the processor circuit to generate an image of the EGM, obtain, based on the image of the EGM, a network address associated with the EGM, transmit a registration message to the network address associated with the EGM, and receive a registration response from the EGM in response to the registration message.

BACKGROUND

Embodiments described herein relate to augmented reality systems andmethods, and in particular to augmented reality systems and methods foruse in connection with gaming.

Electronic and electro-mechanical gaming machines (EGMs) are systemsthat allow users to place a wager on the outcome of a random event, suchas the spinning of mechanical or virtual reels or wheels, the playing ofvirtual cards, the rolling of mechanical or virtual dice, the randomplacement of tiles on a screen, etc. Manufacturers of EGMs haveincorporated a number of enhancements to the EGMs to allow players tointeract with the EGMs in new and more engaging ways. For example, earlyslot machines allowed player interaction by pulling a lever or arm onthe machine. As mechanical slot machines were replaced by electronicslot machines, a range of new player interface devices became availableto EGM designers and were subsequently incorporated into EGMs. Examplesof such interface devices include electronic buttons, wheels, and, morerecently, touchscreens and three-dimensional display screens.

BRIEF SUMMARY

An augmented reality (AR) viewing device according to some embodimentsincludes a processor circuit, a memory coupled to the processor circuit,a wireless transceiver coupled to the processor circuit, and a cameracoupled to the processor circuit. The memory includes computer readableinstructions that cause the processor circuit to generate an image ofthe EGM using the camera, obtain, based on the image of the EGM, anetwork address associated with the EGM, transmit a registration messageusing the wireless transceiver to the network address associated withthe EGM, and receive a registration response using the wirelesstransceiver from the EGM in response to the registration message.

A method of pairing an augmented reality (AR) viewing device including acamera with an electronic gaming machine (EGM) includes generating animage of the EGM using the camera, obtaining, based on the image of theEGM, a network address associated with the EGM, transmitting aregistration message to the network address associated with the EGM, andreceiving a registration response from the EGM in response to theregistration message.

A method of pairing an augmented reality viewing device including acamera with an electronic gaming machine according to some embodimentsincludes sending an inquiry signal via a short range wirelesscommunication link, receiving a response to the inquiry signal via theshort range wireless communication link from the EGM, wherein theresponse may include a network address of the EGM on the short rangewireless communication link, generating an image of the EGM using thecamera, obtaining confirmation that a user of the AR device wishes topair the AR device with the EGM in the image, and confirming based onthe image that the EGM is the EGM that the user of the AR device wishesto pair with the AR device.

A host computer system according to some embodiments includes aprocessor circuit, a memory coupled to the processor circuit, and atransceiver coupled to the processor circuit. The memory includescomputer readable instructions that cause the processor circuit toreceive, via the transceiver, an image of an EGM from the AR device,identify the EGM based on the image of the EGM, and transmit, via thetransceiver, identity information regarding the EGM to the AR device.

A method, by a host computer system, of pairing an augmented realityviewing device including a camera with an electronic gaming machineaccording to some embodiments includes receiving an image of an EGM fromthe AR device, identifying the EGM based on the image of the EGM, andtransmitting identity information regarding the EGM to the AR device.

A method, by an electronic gaming machine, of pairing an augmentedreality viewing device including a camera with the EGM according to someembodiments includes receiving a request to display a confirmationgraphic, displaying the confirmation graphic, receiving a pairingrequest from the AR device, and pairing with the AR device in responseto the pairing request.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic block diagram illustrating a network configurationfor a plurality of gaming devices according to some embodiments.

FIGS. 2A to 2D illustrate mixed reality viewers according to variousembodiments.

FIG. 2E is a schematic block diagram of an augmented reality deviceaccording to some embodiments.

FIG. 3A is a map of a gaming area, such as a casino floor.

FIG. 3B illustrates a three-dimensional wireframe model of the gamingarea of FIG. 3A.

FIGS. 4A and 4B are perspective views illustrating players viewinggroups of electronic gaming machines using an augmented reality vieweraccording to some embodiments.

FIG. 5 illustrates an example of a view of an electronic gaming machineas seen using an augmented reality viewer according to some embodiments.

FIGS. 6A-6F are flow diagrams illustrating message flows according tosome embodiments.

FIG. 7 is a perspective view illustrating users viewing a group ofelectronic gaming machines using augmented reality viewers according tosome embodiments.

FIGS. 8A-10 are flowcharts illustrating operations of systems/methodsaccording to some embodiments.

FIG. 11A is a perspective view of an electronic gaming device that canbe configured according to some embodiments.

FIG. 11B is a schematic block diagram illustrating an electronicconfiguration for a gaming device according to some embodiments.

FIG. 11C is a block diagram that illustrates various functional modulesof an electronic gaming device according to some embodiments.

FIG. 11D is perspective view of a handheld electronic gaming device thatcan be configured according to some embodiments.

FIG. 11E is a perspective view of an electronic gaming device accordingto further embodiments.

FIG. 12 is a schematic block diagram illustrating an electronicconfiguration for an augmented reality controller according to someembodiments.

DETAILED DESCRIPTION

Embodiments of the inventive concepts provide systems and methods fordisplaying three-dimensional content on or in connection with anelectronic gaming machine (EGM), or even independently from an EGM, to aplayer of an EGM or an observer (non-player) who is watching a playerplay an EGM. The three dimensional content may be associated withtwo-dimensional content that is displayed on the EGM. According tovarious embodiments, the 3D content can be rendered to the player on anaugmented reality viewer, such as an augmented reality headset thatcommunicates with the EGM so that the 3D content displayed to the playeron the augmented reality headset is coordinated with the 2D contentdisplayed on the EGM. “Augmented reality” may also be referred to as“mixed reality.”

Some embodiments provide a headset display with pass through mixedreality rendering and which supports room scanning to generate a 3Dmodel of an area around a user of the headset. The 3D model and 3Dscanner can be used to track and locate objects, such as a user, auser's hand, other players, EGMs, etc., within an area, such as a casinofloor. The headset display allows the user to see 3D virtual objectsthat appear to be physically present in the real world. The headsetdisplay also allows the user move around while 3D rendered virtualobjects (e.g. interface buttons, avatars, videos, personally pinnedalerts/notifications/statistics etc.) may appear to stay in place ormove along with the player.

In particular embodiments, a casino operator or patron may use a mixedreality headset display to obtain information about a player in thecasino.

These and other embodiments are described in more detail below.

Augmented Reality EGM Systems and Viewers

Referring to FIG. 1, a gaming system 10 including a plurality of EGMs100 is illustrated. The gaming system 10 may be located, for example, onthe premises of a gaming establishment, such as a casino. The EGMs 100,which are typically situated on a casino floor, may be in communicationwith each other and/or at least one central controller 40 through a datanetwork or remote communication link 50. The data communication network50 may be a private data communication network that is operated, forexample, by the gaming facility that operates the EGM 100.Communications over the data communication network 50 may be encryptedfor security. The central controller 40 may be any suitable server orcomputing device which includes at least one processor circuit and atleast one memory or storage device. Each EGM 100 may include a processorcircuit that transmits and receives events, messages, commands or anyother suitable data or signal between the EGM 100 and the centralcontroller 40. The EGM processor circuit is operable to execute suchcommunicated events, messages or commands in conjunction with theoperation of the EGM. Moreover, the processor circuit of the centralcontroller 40 is configured to transmit and receive events, messages,commands or any other suitable data or signal between the centralcontroller 40 and each of the individual EGMs 100. In some embodiments,one or more of the functions of the central controller 40 may beperformed by one or more EGM processor circuits. Moreover, in someembodiments, one or more of the functions of one or more EGM processorcircuits as disclosed herein may be performed by the central controller40.

A wireless access point 160 provides wireless access to the datacommunication network 50. The wireless access point 160 may be connectedto the data communication network 50 as illustrated in FIG. 1, or may beconnected directly to the central controller 40 or another serverconnected to the data communication network 50.

A player tracking server 45 may also be connected through the datacommunication network 50. The player tracking server 45 may manage aplayer tracking account that tracks the player's gameplay and spendingand/or other player preferences and customizations, manages loyaltyawards for the player, manages funds deposited or advanced on behalf ofthe player, and other functions. Player information managed by theplayer tracking server 45 may be stored in a player information database47.

An EGM database 48 that stores EGM information about EGMs 100 in thegaming environment may be connected to the network 50 and may beaccessible to one or more other devices, such as the AR controller 70,the central controller 40, the EGMs 100 and/or the AR devices 200, aswill be discussed in more detail below.

As further illustrated in FIG. 1, a mixed reality viewer 200, or ARviewer 200, is provided. The AR viewer 200 communicates with one or moreelements of the system 10 to render two dimensional (2D) and/or threedimensional (3D) content to a player of one of the EGMs 100 in a virtualspace, while at the same time allowing the player to see objects in thereal space around the player. That is, the AR viewer 200 combines avirtual image with real images perceived by the user, including imagesof real objects as well as images displayed by the EGM 100. In thismanner, the AR viewer 200 “mixes” real and virtual reality into a singleviewing experience for the player. In some embodiments, the AR viewer200 may be further configured to enable the player to interact with boththe real and virtual objects displayed to the player by the AR viewer200.

The AR viewer 200 communicates with one or more elements of the system10 to coordinate the rendering of mixed reality images, and in someembodiments mixed reality 3D images, to the player. For example, in someembodiments, the AR viewer 200 may communicate directly with an EGM 100over a wireless interface 202, which may be a WiFi link, a Bluetoothlink, an NFC link, etc. In other embodiments, the AR viewer 200 maycommunicate with the data communication network 50 (and devicesconnected thereto, including EGMs) over a wireless interface 204 withthe wireless access point 160. The wireless interface 204 may include aWiFi link, a Bluetooth link, an NFC link, etc. In still furtherembodiments, the AR viewer 200 may communicate simultaneously with boththe EGM 100 over the wireless interface 202 and the wireless accesspoint 160 over the wireless interface 204. In these embodiments, thewireless interface 202 and the wireless interface 204 may use differentcommunication protocols and/or different communication resources, suchas different frequencies, time slots, spreading codes, etc. For example,in some embodiments, the wireless interface 202 may be a Bluetooth link,while the wireless interface 204 may be a WiFi link.

The wireless interfaces 202, 204 allow the AR viewer 200 to coordinatethe generation and rendering of mixed reality images to the player viathe AR viewer 200.

In some embodiments, the gaming system 10 includes a mixed realitycontroller, or AR controller 70. The AR controller 70 may be a computingsystem that communicates through the data communication network 50 withthe EGMs 100 and the AR viewers 200 to coordinate the generation andrendering of virtual images to one or more players using the AR viewers200. The AR controller 70 may be implemented within or separately fromthe central controller 40.

In some embodiments, the AR controller 70 may coordinate the generationand display of the virtual images of the same virtual object to morethan one player by more than one AR viewer 200. As described in moredetail below, this may enable multiple players to interact with the samevirtual object together in real time. This feature can be used toprovide a shared multiplayer experience to multiple players at the sametime.

Moreover, in some embodiments, the AR controller 70 may coordinate thegeneration and display of the same virtual object to players atdifferent physical locations, as will be described in more detail below.

The AR controller 70 may store a three dimensional wireframe map of agaming area, such as a casino floor, and may provide the threedimensional wireframe map to the AR viewers 200. The wireframe map maystore various information about EGMs in the gaming area, such as theidentity, type and location of various types of EGMs. The threedimensional wireframe map may enable an AR viewer 200 to more quicklyand accurately determine its position and/or orientation within thegaming area, and also may enable the AR viewer 200 to assist the playerin navigating the gaming area while using the AR viewer 200. Thegeneration of three dimensional wireframe maps is described in moredetail below.

In some embodiments, at least some processing of virtual images and/orobjects that are rendered by the AR viewers 200 may be performed by theAR controller 70, thereby offloading at least some processingrequirements from the AR viewers 200.

An AR viewer 200 may communicate with the back bet server 60 through thewireless interface 204 and network 50.

Referring to FIGS. 2A to 2D, the AR viewer 200 may be implemented in anumber of different ways. For example, referring to FIG. 2A. in someembodiments, an AR viewer 200A may be implemented as a 3D headsetincluding a pair of semitransparent lenses 212 on which images ofvirtual objects may be displayed. Different stereoscopic images may bedisplayed on the lenses 212 to create an appearance of depth, while thesemitransparent nature of the lenses 212 allow the user to see both thereal world as well as the 3D image rendered on the lenses 212. The ARviewer 200A may be implemented, for example, using a Hololens™ fromMicrosoft Corporation. The Microsoft Hololens includes a plurality ofcameras and other sensors 211 that the device uses to build a 3D modelof the space around the user. The device 200A can generate a 3D image todisplay to the user that takes into account the real world objectsaround the user and allows the user to interact with the 3D object.

The device 200A may further include other sensors, such as a gyroscopicsensor, a GPS sensor, one or more accelerometers, and/or other sensorsthat allow the device 200A to determine its position and orientation inspace. In further embodiments, the device 200A may include one or morecameras that allow the device 200A to determine its position and/ororientation in space using visual simultaneous localization and mapping(VSLAM). The device 200A may further include one or more microphonesand/or speakers that allow the user to interact audially with thedevice.

Referring to FIG. 2B, an AR viewer 200B may be implemented as a pair ofglasses 200B including a transparent prismatic display 214 that displaysan image to a single eye of the user. An example of such a device is theGoogle Glass device. Such a device may be capable of displaying imagesto the user while allowing the user to see the world around the user,and as such can be used as a mixed reality viewer. However, it will beappreciated that the device 200B may be incapable of displaying 3Dimages to the user.

In other embodiments, referring to FIG. 2C, the AR viewer may beimplemented using a virtual retinal display device 200C. In contrast todevices that display an image within the field of view of the user, avirtual retinal display raster 213 scans an image directly onto theretina of the user. Like the device 200B, the virtual retinal displaydevice 200C combines the displayed image with surrounding light to allowthe user to see both the real world and the displayed image. However,also like the device 200B, the virtual retinal display device 200C maybe incapable of displaying 3D images to the user.

In still further embodiments, an AR viewer 200D may be implemented usinga mobile wireless device, such as a mobile telephone, a tablet computingdevice, a personal digital assistant, or the like. The device 200D maybe a handheld device including a housing 205 on which a touchscreendisplay device 216 including a digitizer 252 is provided. An inputbutton 230 may be provided on the housing and may act as a power orcontrol button. A rear facing camera 227 may be provided in a front faceof the housing 205. The device 200D may further include a front facingcamera 228 on a rear face of the housing 205. The device 200D mayinclude one or more speakers 250 and a microphone 229. The device 200Dmay provide a mixed reality display by capturing a video signal usingthe front facing camera 228 and displaying the video signal on thedisplay device 216, and also displaying a rendered image of a virtualobject over the captured video signal. In this manner, the user may seeboth a mixed image of both a real object in front of the device 200D aswell as a virtual object superimposed over the real object to provide amixed reality viewing experience.

FIG. 2E is a block diagram that illustrates various components of an ARviewer 200 according to some embodiment. As shown in FIG. 2E, the ARviewer 200 may include a processor circuit 210 that controls operationsof the AR viewer 200. Although illustrated as a single processorcircuit, multiple special purpose and/or general purpose processorcircuits and/or processor circuit cores may be provided in the AR viewer200. For example, the AR viewer 200 may include one or more of a videoprocessor, a signal processor, a sound processor and/or a communicationcontroller that performs one or more control functions within the ARviewer 200. The processor circuit 210 may be variously referred to as a“controller,” “microcontroller,” “microprocessor” or simply a“computer.” The processor circuit may further include one or moreapplication-specific integrated circuits (ASICs).

Various components of the AR viewer 200 are illustrated in FIG. 2E asbeing connected to the processor circuit 210. It will be appreciatedthat the components may be connected to the processor circuit 210through a system bus, a communication bus and controller, such as a USBcontroller and USB bus, a network interface, or any other suitable typeof connection.

The AR viewer 200 further includes a camera 230 for generating a videosignal and a display 240 for displaying AR graphics to a user as virtualimages or virtual elements, and a microphone 229 for receiving audiosignals, such as voice commands from a user. The AR graphics may bedisplayed directly within a field of view so as to appear to be presentwithin a scene and/or may be digitally added to a live video signal soas to appear to be present within the live video signal.

The AR viewer 200 may further include a position/orientation module 231that is configured to provide information about a position and/ororientation of the AR viewer 200. Such information may be provided, forexample, using a global positioning system (GPS) unit and/or viacellular or WiFi-assisted positioning that may use triangulation withknown base stations using, for example, a received signal strengthindicator (RSSI) signal. The position/orientation module 231 may furtherinclude one or more accelerometers and/or a magnetometer (compass) thatcan be used to determine a physical orientation of the AR viewer 200.

The AR viewer 200 further includes a memory device 212 that stores oneor more functional modules 214 for performing the operations describedherein.

The memory device 212 may store program code and instructions,executable by the processor circuit 210, to control the AR viewer 200.The memory device 210 may include random access memory (RAM), which caninclude volatile and/or non-volatile RAM (NVRAM) and other forms ascommonly understood in the gaming industry. In some embodiments, thememory device 212 may include read only memory (ROM). In someembodiments, the memory device 212 may include flash memory and/orEEPROM (electrically erasable programmable read only memory). Any othersuitable magnetic, optical and/or semiconductor memory may operate inconjunction with the gaming device disclosed herein.

The AR viewer 200 may include a wireless interface 220 includingwireless transceiver circuitry that enables the AR viewer 200 tocommunicate with remote devices, such as EGMs 100 and/or an ARcontroller 70 over a wired and/or wireless communication network, suchas a local area network (LAN), wide area network (WAN), cellularcommunication network, wireless LAN (Wifi), Bluetooth, near-fieldcommunications (NFC) or other data communication network. The wirelessinterface 220 may include multiple radios to support multiple types ofsimultaneous connections. For example, the wireless interface mayinclude both a Wifi radio transceiver and a Bluetooth radio transceiver.

3D Environment Generation

FIG. 3A illustrates, in plan view, an example map 110 of a gaming area120. The gaming area 120 may, for example, be a casino floor. The map110 shows the location of a plurality of EGMs 100 within the gaming area120. As will be appreciated, the locations of the EGMs 100 within agaming area 120 are generally fixed, although a casino operator mayrelocate EGMs from time to time, such as when new EGMs are introduced,to create new traffic flow patterns within the gaming area 120, tofeature or highlight certain games, etc. As noted above, in order toassist the operation of the AR viewers 200, the AR controller 70 maystore a three dimensional wireframe map of the gaming area 120, and mayprovide the three dimensional wireframe map to the AR viewers 200.

An example of a wireframe map 121 is shown in FIG. 3B. The wireframe mapis a three-dimensional model of the gaming area 120. As shown in FIG.3B, the wireframe map 121 includes wireframe models 101 corresponding tothe EGMs 100 that are physically in the gaming area 120. The wireframemodels 101 may be pregenerated to correspond to various EGM formfactors, such as single display EGMs, mechanical slot EGMs, dual displayEGMs, etc. The pregenerated models may then be placed into the wireframemap, for example, by a designer or other personnel. The wireframe map121 may be updated whenever the physical location of EGMs in the gamingarea 120 is changed.

In some embodiments, the wireframe map 121 may be generatedautomatically using an AR viewer 200, such as a 3D headset, that isconfigured to perform a three-dimensional depth scan of its surroundingsand generate a three dimensional model based on the scan results. Thus,for example, an operator using an AR viewer 200A (FIG. 2A) may perform awalkthrough of the gaming area 120 while the AR viewer 200A builds the3D map of the gaming area.

The three dimensional wireframe map 121 may enable an AR viewer 200 tomore quickly and accurately determine its position and/or orientationwithin the gaming area. For example, an AR viewer 200 may determine itslocation within the gaming area 120 using one or moreposition/orientation sensors. The AR viewer 200 then builds a threedimensional map of its surroundings using depth scanning, and comparesits sensed location relative to objects within the generated threedimensional map with an expected location based on the location ofcorresponding objects within the wireframe map 121. The AR viewer 200may calibrate or refine its position/orientation determination bycomparing the sensed position of objects with the expected position ofobjects based on the wireframe map 121. Moreover, because the AR viewer200 has access to the wireframe map 121 of the entire gaming area 120,the AR viewer 200 can be aware of objects or destinations within thegaming area 120 that it has not itself scanned. Processing requirementson the AR viewer 200 may also be reduced because the wireframe map 121is already available to the AR viewer 200.

In some embodiments, the wireframe map 121 may store various informationabout EGMs in the gaming area, such as the identity, type, orientationand location of various types of EGMs, the locations of exits,bathrooms, courtesy desks, cashiers, ATMs, ticket redemption machines,etc. Such information may be used by an AR viewer 200 to help the usernavigate the gaming area. For example, if a user desires to find adestination within the gaming area, the user may ask the AR viewer 200for directions using a built-in microphone and voice recognitionfunction in the AR viewer 200 or use other hand gestures or eye/gazecontrols tracked by the AR viewer 200 (instead of or in addition tovoice control). The AR viewer 200 may process the request to identifythe destination, and then may display a virtual object, such as avirtual path on the ground, virtual arrow, virtual sign, etc., to helpthe user to find the destination. In some embodiments, for example, theAR viewer 200 may display a halo or glow around the destination tohighlight it for the user, or have virtual 3D sounds coming from it soplayers could more easily find the machine.

Mixed Reality Applications

A user of an AR viewer 200 may use the AR viewer to obtain informationabout players and/or EGMs on a casino gaming floor. The information maybe displayed to the user on the AR viewer 200 in a number of differentways such as by displaying images on the AR viewer 200 that appear to bethree dimensional or two dimensional elements of the scene as viewedthrough the AR viewer 200. In general, the type and/or amount of datathat is displayed to the user may depend on what type of user is usingthe AR viewer 200 and, correspondingly, what level of permissions oraccess the user has. For example, an AR viewer 200 may be operated inone of a number of modes, such as a player mode, an observer mode or anoperator mode. In a player mode, the AR viewer 200 may be used todisplay information about particular EGMs on a casino floor. Theinformation may be generic information about an EGM or may be customizedinformation about the EGM based on the identity or preferences of theuser of the AR viewer 200. In an observer mode, the AR viewer 200 may beused to display information about particular EGMs on a casino floor orinformation about players of EGMs on the casino floor. In an operatormode, the AR viewer 200 may also be used to display information aboutparticular EGMs on a casino floor or information about players of EGMson the casino floor, but the information may be different or moreextensive than the information displayed to an observer. Each of thesesituations is described in more detail below.

FIG. 4A illustrates an example of the use of an AR viewer 200 in playermode. In the example shown in FIG. 4A, a player 225 may use an AR viewer200 to view a casino floor area in which three EGMs 100A, 1006, 100C arelocated. The AR viewer 200 generates a live video signal of the casinofloor including the three EGMs 100A, 1006, 100C, and using a digital mapof the casino floor as described above, the AR viewer 200 may identifythe three EGMs 100A, 1006, 100C. The AR viewer 200 may furthercommunicate with the EGMs 100A, 1006, 100C over the wireless interface202 and/or with the AR controller 70 over the wireless interface 204shown in FIG. 1 to obtain information about the EGMs 100A, 1006, 100C,including information that is specific to the user of the AR viewer 200.

In some embodiments, the AR viewer 200 may transmit the live videosignal and/or position/orientation data of the AR viewer 200 to the ARcontroller 70, and the AR controller 70 may use the video signal and/orthe position/orientation data of the AR viewer 200 to identify EGMsvisible in the live video signal. The AR controller 70 may provideinformation to the AR viewer 200 identifying the EGMs 100A, 100B, 100Calong with information about the EGMs 100A, 100B, 100C that can bedisplayed on the AR viewer 200 as virtual images 360A, 360B, 360C in thevideo signal displayed to the user as illustrated in FIG. 4.

In some embodiments, the information about the EGMs 100A, 100B, 100C mayinclude EGM-specific information that relates to features of the EGM,such as whether the EGM has a progressive jackpot associated with it(e.g., virtual image 360C) or that a special bonus or free play is beingoffered (e.g., virtual images 360A, 360B).

In some embodiments the information displayed on the AR viewer 200 maybe specific to the player 225. For example, when the AR viewer 200 isactivated, it may register with the AR controller 70. As part of theregistration process, the AR viewer 200 may identify the player 225 thatis using the AR viewer 200 to the AR controller 70. Using the playeridentification information provided by the AR viewer 200, the ARcontroller 70 may query the player tracking server 45 (FIG. 1) to obtaininformation about the player 225. The AR controller 70 may receiveinformation from the player tracking server 45 about the player's rewardstatus and/or past game play, and may generate special offers that areunique to the player 225 based on the player's reward status and/or pastgame play. Thus, for example, the AR controller 70 may determine thatthe player 225 is entitled to free play on a particular EGM 10A. The ARcontroller 70 communicates this to the AR viewer 200, which responsivelydisplays the message 360A (“Free Play!”) alongside the image of the EGM10A in the video signal shown to the player 225.

Referring to FIG. 4B, AR messages may be displayed to a player to enticethe player to use different EGMs by, for example, offering bonuses tothe player to play different EGMs, or to play EGMs in a particularorder. For example, referring to FIG. 4B, an AR viewer 200 may displayinformation to a player 225 indicating that progressive bonuses areavailable to the player on EGMs 100A, 100B, 100C if the player plays theEGMs in order. For example, informational messages 370A, 370B, 370C maybe displayed to the player indicating that the player may be eligiblefor a first bonus by playing the first EGM 100A, a second bonus byplaying the second EGM 100B, and a third bonus by playing the EGM 100C.The bonus may be made available if the player plays the EGMs for apredefined period of time or by wagering a predefined total amount oneach EGM. The bonus may increase with each machine. In this manner, ARmay be used to encourage a player to try new or different machines.

Still other informational messages about EGMs could be displayed to aplayer using AR informational messages, such as a total amount of playerreward points that a player may earn for playing a particular machine, acountdown timer indicating how long a particular bonus, award or otherpromotion will last on a particular machine, etc.

In some embodiments, as illustrated in FIG. 5, the AR viewer 200 may beused by a player 225 to interact with a game on an EGM 100, such as bydisplaying images or avatars associated with a game on an EGM 100A, suchas the image 362, informational messages, or other information, before,during or after gameplay on an EGM.

EGM Pairing

Before an AR viewer 200 can interact with a particular EGM 100, the ARviewer 200 must establish a communication link, such as a wirelesscommunication link, with the EGM 100. The establishment of acommunication link between an AR viewer 200 and an EGM 100 may bereferred to as “pairing” the devices. Because EGMs are typicallyarranged in close proximity with each other in a gaming environment, andbecause there are typically many other people in the gaming environment,pairing an AR viewer 200 with an EGM 100 may be important to ensure thatthe AR viewer 200 is interacting with the correct EGM 100, and that theEGM 100 is sending AR-related signals and information to the correct ARdevice. That is, when a player is in a gaming environment, such as on acasino floor, there will typically be many EGMs within the player's viewat any given moment, and a player may wish to pair an AR viewer 200 witha particular machine that the player wishes to play.

One problem that may arise when pairing an EGM 100 and an AR viewer 200is that the AR viewer 200 must identify a network or other addressassociated with a particular EGM 100 out of potentially a large numberof closely arranged EGMs so that messages to/from the AR viewer 200 aresent/received from the correct EGM 100. Some embodiments describedherein provide systems and/or methods for reliably and accuratelypairing AR devices 200 with EGMs 100.

The communication link between an AR viewer 200 and an EGM 100 may beestablished using one of several wireless communication protocols, suchas wireless Local Area Network (WLAN), or WiFi, connection protocol, aBluetooth connection protocol, a Near Field Communication (NFC)connection protocol, etc. As will be described in more detail below, theconnection may be established directly or indirectly between the EGM 100and the AR viewer 200 or with or without the aid of a separate server,such as an AR controller 70, the central controller 40, or other remotehost server 300, router or other hardware in various embodiments. Forexample, FIG. 6A is a flow diagram that illustrates embodiments in whicha remote host server 300 assists in the pairing of an EGM 100 with an ARviewer 200 via a WLAN. The remote host server may be implemented by thecentral controller 40, the AR controller 70, or another host systemconnected to the network 50. In the embodiments illustrated in FIG. 6A,an AR viewer 200 and an EGM 100 both communicate with a remote host 300via a wireless local area network (WLAN) 150. The WLAN 150 may includeone or more base stations, routers, access points, or otherinfrastructure (not shown). Each of the AR viewer 200 and the EGM 100may each have assigned a local IP address on the WLAN 150 (e.g.,10.10.1.280) which may be used to communicate with the device over theWLAN 150. Moreover, each of the AR viewer 200 and the EGM 100 may have adedicated port over which EGM-related messages may be sent and/orreceived. Accordingly, a message may be sent from the AR viewer 200 tothe EGM 100 using an IP address/port pair, such as 10.10.1.280:2000,where port 2000 has been configured in the EGM for receiving messagesfrom an AR viewer 200.

According to some embodiments, an AR viewer 200 may initiate a datacommunication session 602 with a host device 300 (which may be the ARcontroller 70 or another host system operated by the game provider)whose IP address is configured in the AR viewer 200 via the WLAN 150.When a player wishes to interact with a particular EGM 100, the playermay indicate his or her interest, for example, by looking at the EGM 100and speaking a command to the AR viewer 200 (e.g., “connect me to thatgame”) via the microphone 229. The AR viewer 200 may visually confirmwhich EGM 100 the player is referring to, for example, by displaying anAR graphic to the player on or around the EGM 100, such as a halographic that appears to light up the outline of the EGM 100. The ARviewer 200 may ask for voice confirmation from the player of theselection, and following such confirmation, may capture an image of theEGM 100 via the camera 230. The AR viewer 200 may also obtain positionand orientation information of the AR viewer 200 at the time the imagewas captured, such as by means of a position/orientation module 231 asdescribed above.

The AR viewer 200 may transmit the location and/or orientation of the ARviewer 200 to the host device 300 in a message 606 via the WLAN 150. TheAR viewer 200 may also transmit the captured image of the EGM to thehost device 300 in a message 612 via the WLAN 150. The host device 300receives the information from the AR viewer 200 and, using theinformation provided by the AR viewer, identifies the EGM 100 in theimage (block 614). In particular, the host device 300 may be configuredwith or otherwise obtain information about EGMs within the gamingenvironment, including both static information about the EGMs anddynamic information about the EGMs. Static information about the EGMsmay include, for example, information about the EGMs that does notchange over time or with game state, such as the location, orientation,cabinet type, hardware configuration, graphic design, etc. of the EGM.In some embodiments, the static information may include a visible code,such as a machine or inventory number, or a bar code or QR code, thatuniquely identifies the EGM. Static information may further includeinformation such as the size, location and color of the service windowof the EGM. Static information may be stored in the EGM database 48, andmay be accessible by the host device 300 through the network 50 (FIG.1).

Dynamic information about the EGMs may include information about the EGMstate that changes over time, such as a current screen, static image oranimation displayed on the EGM, a state of a credit meter, win meter, orservice window, a current sound being played by the EGM, the currentposition of elements on the screen, etc. Dynamic information may furtherinclude information such as a theme currently displayed on is a displayscreen of the EGM, a current value of a meter, such as a paid metershown on the a display screen, a state of state of door icons of theEGM, a background color of the game, a state and information about anerror or tilt message, a state of status icons on the EGM such as a dooropen icon, color and intensity of lighting currently displayed on theEGM, color or lighting on the bill validator, card reader or otherdevice, and/or whether a player is currently playing at the EGM.

The host device 300 may collect dynamic information from EGMs in thegaming environment from time to time and/or may query an EGM 100 toobtain dynamic information about the EGM 100 on an as-needed basis. Insome embodiments, the host device 300 may use the position and/ororientation of the AR viewer 200 to narrow down the number of possibleEGMs that are potential candidates, and then use the static and/ordynamic information about the EGMs 100 in the narrowed list ofcandidates to identify the particular EGM 100 in the image provided bythe AR viewer 200.

Brief reference is made to FIG. 8A, which is a flowchart of operationsthat may be performed by a host device 300. Referring to FIG. 8A, thehost device receives an identification request from an AR viewer 200requesting the host device 300 to identify an EGM on behalf of therequesting AR device. The request may include position/orientationinformation of the AR viewer 200 (block 802). The host device 300 alsoreceives an image of an EGM 100 that the requesting AR viewer 200 wouldlike for the host device 300 to identify (block 804). At block 806, thehost device 300 identifies one or more candidate EGMs based on theposition/orientation information provided by the AR device.

The host device 300 may then obtain static information known about thecandidate EGMs 100, such as from a local database (block 808). The hostdevice 300 compares the image of the EGM 100 to the static informationabout the candidate EGMs 100 to first narrow the list of candidate EGMsusing the static information (block 810) and then determine whether theEGM 100 in the image can be uniquely identified based on the staticinformation (block 812). For example, in one embodiment, the staticinformation about the candidate EGMs may include information about thedisplay configuration of the EGMs. The host device 300 may identify,based on the position/orientation of the AR viewer 200, four candidateEGMs, of which only one candidate EGM has a dual screen display. Thehost device may determine from the image provided by the AR viewer 200that the EGM in the image has a dual screen display. In that case, thehost device 300 may then make a hypothesis about the identity of the EGMbased on the comparison of the image with the static information,namely, that the EGM in the image is the candidate EGM having a dualscreen display. In another embodiment, the host device 300 may narrowthe list of candidate EGMs to include only those EGMs having a dualscreen display based on the image provided by the AR viewer 200.

It will be appreciated that in some embodiments, the AR device may notprovide position/orientation data, and that the list of candidate EGMsmay be all EGMs in the gaming facility. Moreover, as discussed below, insome embodiments it will be desirable for the AR viewer 200 to confirmthe identity of the EGM to ensure that the hypothesis by the host device300 is correct.

If the host device 300 determines at block 812 that the EGM can beuniquely identified (with an acceptable level of confidence) based onthe static information, operations proceed to block 816, where the hostdevice 300 identifies the EGM 100, for example, by determining a networkaddress or address/port combination of the identified EGM, and thensends the address or address/port information to the AR device (block820).

If the host device 300 determines at block 812 that the EGM cannot beuniquely identified based on the static information (such as, forexample, if the AR viewer 200 is oriented towards a bank of identicalEGMs), the host device 300 may obtain dynamic information about currentstates of the candidate EGMs (block 814). Dynamic information can beobtained directly from the EGMs, such as by querying the EGMs via anetwork connection. The host device 300 may then determine the identityof the EGM in the image based on both the static and dynamic informationabout the candidate EGMs at block 816. Once the host device 300 hasdetermined the identity of the EGM in the image provided by the ARviewer 200, the host device sends the network address of the EGM to theAR viewer 200 at block 820.

Returning to FIG. 6A, the host device 300 may transmit the networkaddress of the identified EGM to the AR device in a message 616 via theWLAN 150. The AR viewer 200 may then send a message 620 to the EGM 100using the address provided by the host device 300 requestingconfirmation of the identity of the EGM 100. In response, the EGM 100may display a confirmation graphic (block 630). The EGM 100 maysimultaneously transmit the confirmation graphic to the AR viewer 200via the WLAN 150. If the AR viewer 200 determines that the confirmationgraphic provided by the EGM 100 via the WLAN 150 is actually beingdisplayed by the desired EGM (i.e., the EGM captured in the image atblock 604), the AR viewer 200 and the EGM 100 can confirm the pairing ofthe devices via a message exchange 634.

FIG. 6B illustrates embodiments in which pairing via WLAN is performedwithout the assistance of a separate host device. Referring to FIG. 6B,both an AR viewer 200 and an EGM 100 may be connected to a WLAN 150.

When a player indicates interest to the AR viewer 200 in connecting toan EGM 100, for example, with a spoken command to the AR viewer 200(e.g., “connect me to that game”) via the microphone 229, the AR viewer200 may attempt to identify the EGM 100 indicated by the player. Inparticular, the AR viewer 200 may capture an image of the EGM 100 viathe camera 230 (block 604). The image may be a still image or a video.Audio from the EGM 100 may also be captured. The AR viewer 200 may alsoobtain position and orientation information of the AR viewer 200 at thetime the image was captured, such as by means of a position/orientationmodule 231 as described above.

The AR viewer 200 may then attempt to identify the EGM 100 from theimage. In particular, the AR viewer may attempt to determine a networkaddress of the EGM 100 on the WLAN 150 so that it can communicate withthe EGM 100. In this regard, the AR viewer 200 may have EGM information,such as static information, about EGMs in the gaming environment storedlocally in the AR viewer 200, or may obtain information about EGMs inthe environment from the EGM database 48. As noted above, staticinformation about the EGMs may include, for example, information aboutthe EGMs that does not change over time or with game state, such as thelocation, orientation, cabinet type, hardware configuration, graphicdesign, etc. of the EGM. In some embodiments, the static information mayinclude a visible code, such as a machine or inventory number, an assetnumber, or a bar code or QR code, that uniquely identifies the EGM.Static information may further include information such as the size,location and color of the service window of the EGM.

In some embodiments, the AR viewer 200 may obtain dynamic informationabout EGMs in the environment, for example, from the AR controller 70,which may collect dynamic information from EGMs in the gamingenvironment from time to time and/or may query an EGM 100 to obtaindynamic information about the EGM 100 on an as-needed basis. In someembodiments, the AR viewer 200 may use the position and/or orientationof the AR viewer 200 to narrow down the number of possible EGMs that arepotential candidates, and then use the static and/or dynamic informationabout the EGMs 100 in the narrowed list of candidates to identify theparticular EGM 100 that the user wishes to connect to.

Brief reference is made to FIG. 8B, which is a flowchart of operationsthat may be performed by an AR viewer 200 to identify an EGM 100.Referring to FIG. 8B, the AR viewer 200 may receive a user commandrequesting the AR viewer 200 to pair with an EGM (block 822). Inresponse, the AR viewer 200 may obtain image of an EGM 100 that the userwould like to pair with (block 824). At block 826, the AR viewer 200obtains static information known about the candidate EGMs 100, such asfrom a local database or from the EGM database 48 (block 826). The ARviewer 200 then compares the image of the EGM 100 to the staticinformation about the candidate EGMs 100 to first narrow the list ofcandidate EGMs using the static information (block 828) and thendetermines whether the EGM 100 in the image can be uniquely identifiedbased on the static information (block 830). If the AR viewer 200determines at block 830 that the EGM can be uniquely identified (with anacceptable level of confidence) based on the static information,operations proceed to block 834, where AR viewer 200 identifies the EGM100, for example, by determining a network address or address/portcombination of the identified EGM.

If the AR viewer 200 determines at block 830 that the EGM cannot beuniquely identified based on the static information (such as, forexample, if the AR viewer 200 is oriented towards a bank of identicalEGMs), the AR viewer 200 may obtain dynamic information about currentstates of the candidate EGMs (block 832). Dynamic information can beobtained, for example, from the AR controller 70, from the EGM database48, or from some other source. The AR viewer 200 may then determine theidentity of the EGM in the image based on both the static and dynamicinformation about the candidate EGMs at block 834. Once the AR viewer200 has determined the identity of the EGM in question, the host devicecan determine the network address of the EGM.

Returning to FIG. 6B, the AR viewer 200 may then send a message 620 tothe EGM 100 using the address provided by the host device 300 requestingconfirmation of the identity of the EGM 100. In response, the EGM 100may display a confirmation graphic (block 630). The EGM 100 maysimultaneously transmit the confirmation graphic to the AR viewer 200via the WLAN 150. If the AR viewer 200 determines that the confirmationgraphic provided by the EGM 100 via the WLAN 150 is actually beingdisplayed by the desired EGM (i.e., the EGM captured in the image atblock 604), the AR viewer 200 and the EGM 100 can confirm the pairing ofthe devices via a message exchange 634.

FIG. 6C is a flow diagram that illustrates embodiments in which a remotehost server 300 assists in the pairing of an EGM 100 with an AR viewer200 via Bluetooth with assistance from a host device 300. In theembodiments illustrated in FIG. 6C, the AR viewer 200 may communicatewith a remote host 300 via a wireless local area network (WLAN) 150,while the connection between the AR viewer 200 and the EGM 100 may beestablished using a different network interface, such as a Bluetoothinterface 155. The WLAN 150 may include one or more base stations,routers, access points, or other infrastructure (not shown). As is wellknown in the art, in some cases, a Bluetooth connection may beestablished when two devices share a common pairing code. Security ofthe connection may be enhanced when both devices know a secret pairingcode. In the embodiments of FIG. 6C, an EGM 100 may be configured tobroadcast a pairing signal 620 which may be received by an AR viewer200. To respond to the pairing signal 620, the AR viewer 200 mustprovide a correct pairing code.

According to some embodiments, an AR viewer 200 may initiate a datacommunication session 602 with a host device 300 (which may be the ARcontroller 70 or another host system operated by the game provider)whose IP address is configured in the AR viewer 200 via the WLAN 150.When a player wishes to interact with a particular EGM 100, the playermay indicate his or her interest, for example, by looking at the EGM 100and speaking a command to the AR viewer 200 via the microphone 229. TheAR viewer 200 may visually confirm which EGM 100 the player is referringto, and following such confirmation, may capture an image of the EGM 100via the camera 230. The AR viewer 200 may also obtain position andorientation information of the AR viewer 200 at the time the image wascaptured, such as by means of a position/orientation module 231 asdescribed above.

The AR viewer 200 may transmit a request 605 to the host device 300 toobtain a pairing code for an EGM. The AR viewer 200 also, in the pairingrequest 605 or in a separate message 613, transmit the image of the EGM100 whose pairing code is requested along with the location and/ororientation of the AR viewer 200 to the host device 300 via the WLAN150. The host device 300 receives the information from the AR viewer 200and, using the information provided by the AR viewer, identifies the EGM100 in the image (block 614), such as via the operations described abovewith respect to FIG. 8A.

Once the host device has identified the EGM 100, the host device 300 maytransmit a Bluetooth pairing code of the identified EGM to the AR devicein a message 616 via the WLAN 150. The AR viewer 200 may then send thepairing code to the EGM 100 in a Bluetooth pairing message 620. The EGM100 confirms the pairing code (block 615), and, if the pairing code isconfirmed, establishes a Bluetooth data connection 634 with the ARviewer 200.

FIG. 6D is a flow diagram that illustrates embodiments in which a remotehost server 300 assists in the pairing of an EGM 100 with an AR viewer200 via Bluetooth with assistance from a host device 300 according tofurther embodiments. In the embodiments illustrated in FIG. 6D, the ARviewer 200 may communicate with a remote host 300 via a wireless localarea network (WLAN) 150, while the connection between the AR viewer 200and the EGM 100 may be established using a different network interface,such as a Bluetooth interface 155. In the embodiments of FIG. 6D, an EGM100 may be configured to broadcast a pairing signal 620 which may bereceived by an AR viewer 200. To respond to the pairing signal 620, theAR viewer 200 must provide a correct pairing code.

After initiating a data communication session 602 with a host device 300(which may be the AR controller 70 or another host system operated bythe game provider) whose IP address is configured in the AR viewer 200via the WLAN 150, when a player wishes to interact with a particular EGM100, the AR viewer 200 may capture an image of the EGM 100 via thecamera 230. The AR viewer 200 may also obtain position and orientationinformation of the AR viewer 200 at the time the image was captured,such as by means of a position/orientation module 231 as describedabove.

The AR viewer 200 may then identify the EGM 100 in the image, either byitself or with the help of the host device 300 (block 623). Once the ARviewer 200 has identified the EGM 100, the AR viewer 200 may transmit arequest 605 to the host device 300 to obtain a pairing code for the EGM100. The pairing request 607 may identify the EGM 100 with which the ARviewer 200 wishes to pair.

In response, host device 300 may transmit a Bluetooth pairing code tothe AR viewer 200 in a message 616 via the WLAN 150 and also transmitthe Bluetooth pairing code to the identified EGM 100 via the WLAN 150 orthe network 50 (FIG. 1) via a message 617. The AR viewer 200 may thensend the pairing code to the EGM 100 in a Bluetooth pairing message 620.The EGM 100, which has received the pairing code from the host device300, confirms the pairing code (block 615), and, if the pairing code isconfirmed, establishes a Bluetooth data connection 634 with the ARviewer 200.

FIG. 6E is a flow diagram that illustrates embodiments in which a remotehost server 300 assists in the pairing of an EGM 100 with an AR viewer200 via Bluetooth with assistance from a host device 300 according tostill further embodiments. In the embodiments illustrated in FIG. 6E,the AR viewer 200 may communicate with a remote host 300 via a wirelesslocal area network (WLAN) 150, while the connection between the ARviewer 200 and the EGM 100 may be established using a different networkinterface, such as a Bluetooth interface 155. In the embodiments of FIG.6E, an EGM 100 may be configured to broadcast a pairing signal 620 whichmay be received by an AR viewer 200. To respond to the pairing signal620, the AR viewer 200 must provide a correct pairing code.

After initiating a data communication session 602 with a host device 300(which may be the AR controller 70 or another host system operated bythe game provider) whose IP address is configured in the AR viewer 200via the WLAN 150, when a player wishes to interact with a particular EGM100, the AR viewer 200 may capture an image of the EGM 100 via thecamera 230 (block 604). The AR viewer 200 may also obtain position andorientation information of the AR viewer 200 at the time the image wascaptured, such as by means of a position/orientation module 231 asdescribed above.

To assist with identifying the EGM 100, the AR viewer 200 may requestinformation about states of EGMs within a gaming area or within apredetermined range around a location of the AR viewer 200 in a message642. The host device 300 responds in a message 644 with the requestedstate information. The AR viewer 200 may then identify the EGM 100 inthe image in accordance with the operations illustrated in FIG. 8B. Oncethe EGM 100 has been identified, the AR viewer 200 may know a networkaddress for the EGM 100 on the WLAN 150.

Once the AR viewer 200 has identified the EGM 100, the AR viewer 200 maytransmit a request 613 to the EGM 100 to obtain a pairing code for theEGM 100, which the EGM 100 may provide in a message 616 via the WLAN150. The AR viewer 200 may then send the pairing code to the EGM 100 ina Bluetooth pairing message 620. The EGM 100, which has received thepairing code from the host device 300, confirms the pairing code (block615), and, if the pairing code is confirmed, establishes a Bluetoothdata connection 634 with the AR viewer 200.

Game state information provided by the host device 300 may includedynamic game information as described above. For example, game stateinformation about the EGMs may include information about the EGM state,such as a current screen, static image or animation displayed on theEGM, a state of a credit meter, win meter, or service window, etc.Dynamic information may further include information such as a themecurrently displayed on is a display screen of the EGM, a current valueof a meter, such as a paid meter shown on the a display screen, a stateof state of door icons of the EGM, a background color of the game, astate and information about an error or tilt message, a state of statusicons on the EGM such as a door open icon, color and intensity oflighting currently displayed on the EGM, color or lighting on the billvalidator, card reader or other device, and/or whether a player iscurrently playing at the EGM.

The game state information may be used by the AR viewer 200 to narrowdown a list of possible EGMs and/or to uniquely identify an EGM out of alist of possible EGMs.

Some embodiments may employ a Bluetooth Low Energy (BTLE) protocol,which does not require a pairing code. For example, referring to FIG.6F, an AR viewer 200 may receive Bluetooth low energy pairing signals682 from a plurality of EGMs 100. The BTLE pairing codes may carryidentifying information about the EGMs, such as asset number, currentstate information, or other information. The user of the AR viewer 200may select an EGM 100 with which to pair, and the AR viewer 200 may usethe identification data provided in the BTLE pairing signals to attemptto determine which EGM 100 has been selected. Once an EGM 100 has beenselected by the AR viewer 200, the AR viewer 200 may send a pairingrequest 686 to the EGM 100, at which point a BTLE connection 688 isestablished. To confirm that the AR viewer 200 has paired with thecorrect EGM, the AR viewer 200 may send a confirmation request 690 tothe EGM 100 via the BTLE connection. In response, the EGM 100 maydisplay a confirmation graphic (block 692), which is confirmed by the ARviewer 200 at block 694, at which point the BTLE connection isconfirmed, and the user can commence to operate the EGM 100 using the ARviewer 200.

The confirmation graphic could take the form of any of a number ofvisible state changes by the EGM 100. For example, displaying theconfirmation graphic may include changing the one or more of EGM cabinetlights, EGM game screen(s), pixels (color and/or intensity). Displayingthe confirmation graphic may include flashing a pattern, displaying atext message or a QR code on the screen, displaying a game theme icon,etc. In some embodiments, displaying the confirmation graphic mayinclude changing the timing of graphical elements on the screen, such asslowing down or speeding up an animation on the screen, spinning virtualreels or slip cards, changing the game theme (e.g., switching from pokerto slot games), displaying a main menu or a particular set of game iconsin the main menu, and/or change the visual state of a top box, billvalidator or ticket printer

For example, referring to FIG. 7, a user 305 using an AR viewer 200 maywish to pair with an EGM 100C in a bank of EGMS 100A, 100B, 100C. TheEGMs 100A, 100B, 100C may each broadcast a BTLE pairing signal, and theAR viewer 200 may be close enough to the bank of machines to receive allthree pairing signals. The pairing signals may indicate certainidentification information about the EGMs that may help the AR deviceuniquely identify a desired machine. For example, the information mayindicate whether the EGM is currently in use by another player 310B,whether a service window 267 is open, etc. In the example shown in FIG.7, a player may direct the AR device to pair with EGM 100C. The ARviewer 200 may receive a pairing signal from all three EGMs 100A, 100B,100C. The pairing signal from EGM 100A may indicate that a servicewindow 267 is open on the machine, while the pairing signal from EGM100B may indicate that it is currently in use by a player. From thisinformation, the AR device may decide to pair with EGM 100B, whose stateappears to correspond with the state of the machine selected by theuser. Once paired, the AR viewer 200 can request the EGM 100C to displaya confirmation graphic confirming that the AR device has paired with thecorrect EGM.

Operations according to some embodiments are illustrated in theflowchart of FIG. 9. As shown therein, operations that may be performedby an AR viewer 200 according to some embodiments include generating animage of an EGM 100 with which a user of the AR device would like topair the AR device (block 902). The AR device then obtains a networkaddress of the EGM (block 904), such as an IP address or Bluetoothaddress associated with the EGM pictured in the image. The AR viewer 200then transmits a connection request to the address of the EGM (block906) and receives a registration response from the EGM (block 908)indicating that a connection has been established. The connectionrequest may, for example be a pairing request sent via Bluetooth, or asession initiation request sent via a local area network. The AR viewer200 may then confirm that the correct EGM has been paired as describedabove.

Further operations of an AR device to pair with an EGM are illustratedin FIG. 10. As shown therein, according to some embodiments, an ARdevice may receive a signal from an EGM over a short range communicationlink, such as a Bluetooth interface or NFC interface (block 1002). Thesignal may, for example, be a Bluetooth pairing signal transmitted bythe EGM. The AR device determines an address of the EGM, such as aBluetooth address, based on the signal (1004) and generates an image ofthe EGM (block 1006). The AR device uses the image of the EGM to confirmthe identity of the EGM with which it is paired (block 1008).

Electronic Gaming Machines

An example of an electronic gaming machine (EGM) that can interact withmixed reality viewers according to various embodiments is illustrated inFIGS. 11A, 11B, and 11C in which FIG. 11A is a perspective view of anEGM 100 illustrating various physical features of the device, FIG. 11Bis a functional block diagram that schematically illustrates anelectronic relationship of various elements of the EGM 100, and FIG. 11Cillustrates various functional modules that can be stored in a memorydevice of the EGM 100. The embodiments shown in FIGS. 11A to 11C areprovided as examples for illustrative purposes only. It will beappreciated that EGMs may come in many different shapes, sizes, layouts,form factors, and configurations, and with varying numbers and types ofinput and output devices, and that embodiments of the inventive conceptsare not limited to the particular EGM structures described herein.

EGMs typically include a number of standard features, many of which areillustrated in FIGS. 11A and 11B. For example, referring to FIG. 11A, anEGM 100 may include a support structure, housing or cabinet 105 whichprovides support for a plurality of displays, inputs, outputs, controlsand other features that enable a player to interact with the EGM 100.

The EGM 100 illustrated in FIG. 11A includes a number of displaydevices, including a primary display device 116 located in a centralportion of the cabinet 105 and a secondary display device 118 located inan upper portion of the cabinet 105. It will be appreciated that one ormore of the display devices 116, 118 may be omitted, or that the displaydevices 116, 118 may be combined into a single display device. The EGM100 may further include a player tracking display 140, a credit display120, and a bet display 122. The credit display 120 displays a player'scurrent number of credits, cash, account balance or the equivalent. Thebet display 122 displays a player's amount wagered.

The player tracking display 140 may be used to display a service windowthat allows the player to interact with, for example, their playerloyalty account to obtain features, bonuses, comps, etc. In otherembodiments, additional display screens may be provided beyond thoseillustrated in FIG. 11A.

The EGM 100 may further include a number of input devices that allow aplayer to provide various inputs to the EGM 100, either before, duringor after a game has been played. For example, the EGM 100 may include aplurality of input buttons 130 that allow the player to select optionsbefore, during or after game play. The EGM may further include a gameplay initiation button 132 and a cashout button 134. The cashout button134 is utilized to receive a cash payment or any other suitable form ofpayment corresponding to a quantity of remaining credits of a creditdisplay.

In some embodiments, one or more input devices of the EGM 100 are one ormore game play activation devices that are each used to initiate a playof a game on the EGM 100 or a sequence of events associated with the EGM100 following appropriate funding of the EGM 100. The example EGM 100illustrated in FIGS. 11A and 11B includes a game play activation devicein the form of a game play initiation button 132. It should beappreciated that, in other embodiments, the EGM 100 begins game playautomatically upon appropriate funding rather than upon utilization ofthe game play activation device.

In some embodiments, one or more input devices of the EGM 100 are one ormore wagering or betting devices. One such wagering or betting device isas a maximum wagering or betting device that, when utilized, causes amaximum wager to be placed. Another such wagering or betting device is arepeat the bet device that, when utilized, causes the previously-placedwager to be placed. A further such wagering or betting device is a betone device. A bet is placed upon utilization of the bet one device. Thebet is increased by one credit each time the bet one device is utilized.Upon the utilization of the bet one device, a quantity of credits shownin a credit display (as described below) decreases by one, and a numberof credits shown in a bet display (as described below) increases by one.

In some embodiments, one or more of the display screens may atouch-sensitive display that includes a digitizer 152 and a touchscreencontroller 154 (FIG. 11B). The player may interact with the EGM 100 bytouching virtual buttons on one or more of the display devices 116, 118,140. Accordingly, any of the above described input devices, such as theinput buttons 130, the game play initiation button 132 and/or thecashout button 134 may be provided as virtual buttons on one or more ofthe display devices 116, 118, 140.

Referring briefly to FIG. 11B, operation of the primary display device116, the secondary display device 118 and the player tracking display140 may be controlled by a video controller 30 that receives video datafrom a processor circuit 12 or directly from a memory device 14 anddisplays the video data on the display screen. The credit display 120and the bet display 122 are typically implemented as simple LCD or LEDdisplays that display a number of credits available for wagering and anumber of credits being wagered on a particular game. Accordingly, thecredit display 120 and the bet display 122 may be driven directly by theprocessor circuit 12. In some embodiments however, the credit display120 and/or the bet display 122 may be driven by the video controller 30.

Referring again to FIG. 11A, the display devices 116, 118, 140 mayinclude, without limitation: a cathode ray tube, a plasma display, aliquid crystal display (LCD), a display based on light emitting diodes(LEDs), a display based on a plurality of organic light-emitting diodes(OLEDs), a display based on polymer light-emitting diodes (PLEDs), adisplay based on a plurality of surface-conduction electron-emitters(SEDs), a display including a projected and/or reflected image, or anyother suitable electronic device or display mechanism. In certainembodiments, as described above, the display devices 116, 118, 140 mayinclude a touch-screen with an associated touch-screen controller 154and digitizer 152. The display devices 116, 118, 140 may be of anysuitable size, shape, and/or configuration. The display devices 116,118, 140 may include flat or curved display surfaces.

The display devices 116, 118, 140 and video controller 30 of the EGM 100are generally configured to display one or more game and/or non-gameimages, symbols, and indicia. In certain embodiments, the displaydevices 116, 118, 140 of the EGM 100 are configured to display anysuitable visual representation or exhibition of the movement of objects;dynamic lighting; video images; images of people, characters, places,things, and faces of cards; and the like. In certain embodiments, thedisplay devices 116, 118, 140 of the EGM 100 are configured to displayone or more virtual reels, one or more virtual wheels, and/or one ormore virtual dice. In other embodiments, certain of the displayedimages, symbols, and indicia are in mechanical form. That is, in theseembodiments, the display device 116, 118, 140 includes anyelectromechanical device, such as one or more rotatable wheels, one ormore reels, and/or one or more dice, configured to display at least oneor a plurality of game or other suitable images, symbols, or indicia.

The EGM 100 also includes various features that enable a player todeposit credits in the EGM 100 and withdraw credits from the EGM 100,such as in the form of a payout of winnings, credits, etc. For example,the EGM 100 may include a ticket dispenser 136, a bill/ticket acceptor128, and a coin acceptor 126 that allows the player to deposit coinsinto the EGM 100.

While not illustrated in FIG. 11A, the EGM 100 may also include a notedispenser configured to dispense paper currency and/or a coin generatorconfigured to dispense coins or tokens in a coin payout tray.

The EGM 100 may further include one or more speakers 150 controlled byone or more sound cards 28 (FIG. 11B). The EGM 100 illustrated in FIG.11A includes a pair of speakers 150. In other embodiments, additionalspeakers, such as surround sound speakers, may be provided within or onthe cabinet 105. Moreover, the EGM 100 may include built-in seating withintegrated headrest speakers.

In various embodiments, the EGM 100 may generate dynamic sounds coupledwith attractive multimedia images displayed on one or more of thedisplay devices 116, 118, 140 to provide an audio-visual representationor to otherwise display full-motion video with sound to attract playersto the EGM 100 and/or to engage the player during gameplay. In certainembodiments, the EGM 100 may display a sequence of audio and/or visualattraction messages during idle periods to attract potential players tothe EGM 100. The videos may be customized to provide any appropriateinformation.

The EGM 100 may further include a card reader 138 that is configured toread magnetic stripe cards, such as player loyalty/tracking cards, chipcards, and the like. In some embodiments, a player may insert anidentification card into a card reader of the gaming device. In someembodiments, the identification card is a smart card having a programmedmicrochip or a magnetic strip coded with a player's identification,credit totals (or related data) and other relevant information. In otherembodiments, a player may carry a portable device, such as a cell phone,a radio frequency identification tag or any other suitable wirelessdevice, which communicates a player's identification, credit totals (orrelated data) and other relevant information to the gaming device. Insome embodiments, money may be transferred to a gaming device throughelectronic funds transfer. When a player funds the gaming device, theprocessor circuit determines the amount of funds entered and displaysthe corresponding amount on the credit or other suitable display asdescribed above.

In some embodiments, the EGM 100 may include an electronic payout deviceor module configured to fund an electronically recordable identificationcard or smart card or a bank or other account via an electronic fundstransfer to or from the EGM 100.

FIG. 11B is a block diagram that illustrates logical and functionalrelationships between various components of an EGM 100. As shown in FIG.11B, the EGM 100 may include a processor circuit 12 that controlsoperations of the EGM 100. Although illustrated as a single processorcircuit, multiple special purpose and/or general purpose processorcircuits and/or processor circuit cores may be provided in the EGM 100.For example, the EGM 100 may include one or more of a video processor, asignal processor, a sound processor and/or a communication controllerthat performs one or more control functions within the EGM 100. Theprocessor circuit 12 may be variously referred to as a “controller,”“microcontroller,” “microprocessor” or simply a “computer.” Theprocessor circuit may further include one or more application-specificintegrated circuits (ASICs).

Various components of the EGM 100 are illustrated in FIG. 11B as beingconnected to the processor circuit 12. It will be appreciated that thecomponents may be connected to the processor circuit 12 through a systembus, a communication bus and controller, such as a USB controller andUSB bus, a network interface, or any other suitable type of connection.

The EGM 100 further includes a memory device 14 that stores one or morefunctional modules 20. Various functional modules 20 of the EGM 100 willbe described in more detail below in connection with FIG. 11D.

The memory device 14 may store program code and instructions, executableby the processor circuit 12, to control the EGM 100. The memory device14 may also store other data such as image data, event data, playerinput data, random or pseudo-random number generators, pay-table data orinformation and applicable game rules that relate to the play of thegaming device. The memory device 14 may include random access memory(RAM), which can include non-volatile RAM (NVRAM), magnetic RAM (ARAM),ferroelectric RAM (FeRAM) and other forms as commonly understood in thegaming industry. In some embodiments, the memory device 14 may includeread only memory (ROM). In some embodiments, the memory device 14 mayinclude flash memory and/or EEPROM (electrically erasable programmableread only memory). Any other suitable magnetic, optical and/orsemiconductor memory may operate in conjunction with the gaming devicedisclosed herein.

The EGM 100 may further include a data storage device 22, such as a harddisk drive or flash memory. The data storage 22 may store program data,player data, audit trail data or any other type of data. The datastorage 22 may include a detachable or removable memory device,including, but not limited to, a suitable cartridge, disk, CD ROM, DVDor USB memory device.

The EGM 100 may include a communication adapter 26 including transceivercircuitry that enables the EGM 100 to communicate with remote devicesover a wired and/or wireless communication network, such as a local areanetwork (LAN), wide area network (WAN), cellular communication network,or other data communication network. The communication adapter 26 mayfurther include transceiver circuitry for supporting short rangewireless communication protocols, such as Bluetooth and/or near fieldcommunications (NFC) that enable the EGM 100 to communicate, forexample, with a mobile communication device operated by a player.

The EGM 100 may include one or more internal or external communicationports that enable the processor circuit 12 to communicate with and tooperate with internal or external peripheral devices, such as eyetracking devices, position tracking devices, cameras, accelerometers,arcade sticks, bar code readers, bill validators, biometric inputdevices, bonus devices, button panels, card readers, coin dispensers,coin hoppers, display screens or other displays or video sources,expansion buses, information panels, keypads, lights, mass storagedevices, microphones, motion sensors, motors, printers, reels, SCSIports, solenoids, speakers, thumb drives, ticket readers, touch screens,trackballs, touchpads, wheels, and wireless communication devices. Insome embodiments, internal or external peripheral devices maycommunicate with the processor circuit through a universal serial bus(USB) hub (not shown) connected to the processor circuit 12.

In some embodiments, the EGM 100 may include a sensor, such as a camerain communication with the processor circuit 12 (and possibly controlledby the processor circuit 12) that is selectively positioned to acquirean image of a player actively using the EGM 100 and/or the surroundingarea of the EGM 100. In one embodiment, the camera may be configured toselectively acquire still or moving (e.g., video) images and may beconfigured to acquire the images in either an analog, digital or othersuitable format. The display devices 116, 118, 140 may be configured todisplay the image acquired by the camera as well as display the visiblemanifestation of the game in split screen or picture-in-picture fashion.For example, the camera may acquire an image of the player and theprocessor circuit 12 may incorporate that image into the primary and/orsecondary game as a game image, symbol or indicia.

Various functional modules of that may be stored in a memory device 14of an EGM 100 are illustrated in FIG. 11C. Referring to FIG. 11C, theEGM 100 may include in the memory device 14 a game module 20A thatincludes program instructions and/or data for operating a hybridwagering game as described herein. The EGM 100 may further include aplayer tracking module 20B, an electronic funds transfer module 20C, awide area progressive module 20D, an audit/reporting module 20E, acommunication module 20F, an operating system 20G and a random numbergenerator 20H. The player tracking module 20B keeps track of the play ofa player. The electronic funds transfer module 20C communicates with aback end server or financial institution to transfer funds to and froman account associated with the player. The Augmented Reality interfacemodule 20D interacts with an AR viewer 200 as described in more detailbelow. The communication module 20F enables the EGM 100 to communicatewith remote servers and other EGMs using various secure communicationinterfaces. The operating system kernel 20G controls the overalloperation of the EGM 100, including the loading and operation of othermodules. The random number generator 20H generates random orpseudorandom numbers for use in the operation of the hybrid gamesdescribed herein.

In some embodiments, an EGM 100 may be implemented by a desktopcomputer, a laptop personal computer, a personal digital assistant(PDA), portable computing device, or other computerized platform. Insome embodiments, the EGM 100 may be operable over a wireless network,such as part of a wireless gaming system. In such embodiments, thegaming machine may be a hand held device, a mobile device or any othersuitable wireless device that enables a player to play any suitable gameat a variety of different locations. It should be appreciated that agaming device or gaming machine as disclosed herein may be a device thathas obtained approval from a regulatory gaming commission or a devicethat has not obtained approval from a regulatory gaming commission.

For example, referring to FIG. 11D, an EGM 100′ may be implemented as ahandheld device including a compact housing 105 on which is mounted atouchscreen display device 116 including a digitizer 152. An inputbutton 130 may be provided on the housing and may act as a power orcontrol button. A camera 127 may be provided in a front face of thehousing 105. The housing 105 may include one or more speakers 150. Inthe EGM 100′, various input buttons described above, such as the cashoutbutton, gameplay activation button, etc., may be implemented as softbuttons on the touchscreen display device 116. Moreover, the EGM 100′may omit certain features, such as a bill acceptor, a ticket generator,a coin acceptor or dispenser, a card reader, secondary displays, a betdisplay, a credit display, etc. Credits can be deposited in ortransferred from the EGM 100′ electronically.

FIG. 11E illustrates a standalone EGM 100″ having a different formfactor from the EGM 100 illustrated in FIG. 11A. In particular, the EGM100″ is characterized by having a large, high aspect ratio, curvedprimary display device 116′ provided in the housing 105, with nosecondary display device. The primary display device 116′ may include adigitizer 152 to allow touchscreen interaction with the primary displaydevice 116′. The EGM 100″ may further include a player tracking display140, a plurality of input buttons 130, a bill/ticket acceptor 128, acard reader 138, and a ticket generator 136. The EGM 100″ may furtherinclude one or more cameras 127 to enable facial recognition and/ormotion tracking.

FIG. 12 is a block diagram that illustrates various components of an ARcontroller 70 according to some embodiment. As shown in FIG. 12, the ARcontroller 70 may include a processor circuit 72 that controlsoperations of the AR controller 70. Although illustrated as a singleprocessor circuit, multiple special purpose and/or general purposeprocessor circuits and/or processor circuit cores may be provided in theAR controller 70. For example, the AR controller 70 may include one ormore of a video processor, a signal processor, a sound processor and/ora communication controller that performs one or more control functionswithin the AR controller 70. The processor circuit 72 may be variouslyreferred to as a “controller,” “microcontroller,” “microprocessor” orsimply a “computer.” The processor circuit may further include one ormore application-specific integrated circuits (ASICs).

Various components of the AR controller 70 are illustrated in FIG. 12 asbeing connected to the processor circuit 72. It will be appreciated thatthe components may be connected to the processor circuit 72 through asystem bus, a communication bus and controller, such as a USB controllerand USB bus, a network interface, or any other suitable type ofconnection.

The AR controller 70 further includes a memory device 74 that stores oneor more functional modules 76 for performing the operations describedabove.

The memory device 74 may store program code and instructions, executableby the processor circuit 72, to control the AR controller 70. The memorydevice 74 may include random access memory (RAM), which can includenon-volatile RAM (NVRAM), magnetic RAM (ARAM), ferroelectric RAM (FeRAM)and other forms as commonly understood in the gaming industry. In someembodiments, the memory device 74 may include read only memory (ROM). Insome embodiments, the memory device 74 may include flash memory and/orEEPROM (electrically erasable programmable read only memory). Any othersuitable magnetic, optical and/or semiconductor memory may operate inconjunction with the gaming device disclosed herein.

The AR controller 70 may include a communication adapter 78 includingtransceiver circuitry that enables the AR controller 70 to communicatewith remote devices, such as EGMs 100 and/or a player tracking server 45(FIG. 1) over a wired and/or wireless communication network, such as alocal area network (LAN), wide area network (WAN), cellularcommunication network, or other data communication network.

The EGM 100 may include one or more internal or external communicationports that enable the processor circuit 72 to communicate with and tooperate with internal or external peripheral devices, such as displayscreens, keypads, mass storage devices, microphones, speakers, andwireless communication devices. In some embodiments, internal orexternal peripheral devices may communicate with the processor circuitthrough a universal serial bus (USB) hub (not shown) connected to theprocessor circuit 72.

Further Embodiments

An augmented reality (AR) viewing device according to some embodimentsincludes a processor circuit, a memory coupled to the processor circuit,a wireless transceiver coupled to the processor circuit, and a cameracoupled to the processor circuit. The memory includes computer readableinstructions that cause the processor circuit to generate an image ofthe EGM using the camera, obtain, based on the image of the EGM, anetwork address associated with the EGM, transmit a registration messageusing the wireless transceiver to the network address associated withthe EGM, and receive a registration response using the wirelesstransceiver from the EGM in response to the registration message.

A method of pairing an augmented reality (AR) viewing device including acamera with an electronic gaming machine (EGM) includes generating animage of the EGM using the camera, obtaining, based on the image of theEGM, a network address associated with the EGM, transmitting aregistration message to the network address associated with the EGM, andreceiving a registration response from the EGM in response to theregistration message.

The method may further include identifying, from the image, a visiblefeature associated with the EGM, wherein the network address is obtainedbased on the visible feature associated with the EGM.

The visible feature may include a QR code, a credit meter, a payoutmeter, a service window, or a graphic displayed on a display screen ofthe EGM.

The method may further include transmitting a request to the EGM todisplay a predetermined graphic at an identified location on the EGM,generating a second image of the EGM that may include the identifiedlocation, and analyzing the second image of the EGM to determine if thepredetermined graphic is displayed on the EGM at the identifiedlocation.

The method may further include transmitting the image to a remote host,and receiving the network address of the EGM from the remote host.

The method may further include visually augmenting the EGM by displayingan AR graphic to a user of the AR device on or near the EGM, andrequesting confirmation from the user of the AR device that the userdesires to pair the AR device with the visually augmented EGM.

The registration message and registration response may be transmittedover a wireless local area network (LAN).

The method may further include receiving a pairing code associated withthe EGM over the wireless LAN, and transmitting the pairing code to theEGM over a second wireless network that is different from the wirelessLAN.

The second wireless network may include a Bluetooth network, and whereinthe pairing code may include a Bluetooth pairing code. The pairing codemay be received from a remote host and/or the EGM.

The method may further include analyzing the image of the EGM todetermine the network address of the EGM.

The method may further include determining a game state of the EGM basedon the image, requesting game state information for a plurality of EGMsfrom a remote host, and comparing the game state of the EGM to the gamestate information for the plurality of EGMs to identify the EGM.

The method may further include sending a request to a remote host tocause the EGM to display a unique graphic, analyzing the image todetermine that the unique graphic is being displayed by the EGM, and inresponse to determining that the unique graphic is being displayed bythe EGM, obtaining the network address of the EGM from the remote host.

A method of pairing an augmented reality viewing device including acamera with an electronic gaming machine according to some embodimentsincludes sending an inquiry signal via a short range wirelesscommunication link, receiving a response to the inquiry signal via theshort range wireless communication link from the EGM, wherein theresponse may include a network address of the EGM on the short rangewireless communication link, generating an image of the EGM using thecamera, obtaining confirmation that a user of the AR device wishes topair the AR device with the EGM in the image, and confirming based onthe image that the EGM is the EGM that the user of the AR device wishesto pair with the AR device.

Obtaining confirmation that the user of the AR device wishes to pair theAR device with the EGM in the image may include visually augmenting theEGM by displaying an AR graphic to a user of the AR device on or nearthe EGM, and requesting confirmation from the user of the AR device thatthe user desires to pair the AR device with the visually augmented EGM.

Confirming based on the image that the EGM is the EGM that the user ofthe AR device wishes to pair with the AR device may include beforegenerating the image, sending a request to the EGM to cause the EGM todisplay a unique graphic, and analyzing the image to determine that theunique graphic is being displayed by the EGM.

Confirming based on the image that the EGM is the EGM that the user ofthe AR device wishes to pair with the AR device may include determininga game state of the EGM from the image, requesting game stateinformation for a plurality of EGMs from a remote host, and comparingthe game state of the EGM to the game state information for theplurality of EGMs to identify the EGM.

A host computer system according to some embodiments includes aprocessor circuit, a memory coupled to the processor circuit, and atransceiver coupled to the processor circuit. The memory includescomputer readable instructions that cause the processor circuit toreceive, via the transceiver, an image of an EGM from the AR device,identify the EGM based on the image of the EGM, and transmit, via thetransceiver, identity information regarding the EGM to the AR device.

A method, by a host computer system, of pairing an augmented realityviewing device including a camera with an electronic gaming machineaccording to some embodiments includes receiving an image of an EGM fromthe AR device, identifying the EGM based on the image of the EGM, andtransmitting identity information regarding the EGM to the AR device.

The identity information may include a network address of the EGM. Insome embodiments, the identity information may include a pairing codeassociated with the EGM. The method may further include sending thepairing code to the EGM.

The method may further include receiving a request from the AR device tocause the EGM to display a unique graphic, and in response to therequest, sending a message to the EGM to display the unique graphic.

The method may further include receiving position and/or orientationinformation relating to the AR device from the AR device, whereinidentifying the EGM based on the image of the EGM may includeidentifying the EGM based on the image of the EGM and the positionand/or orientation information relating to the AR device.

The method may further include receiving a request from the AR devicefor game state information regarding a plurality of EGMs, determininggame states of the plurality of EGMs, and transmitting the game statesof the plurality of EGMs to the AR device.

An electronic gaming machine (EGM) according to some embodimentsincludes a processor circuit, a memory coupled to the processor circuit,and a transceiver coupled to the processor circuit. The memory includescomputer readable instructions that cause the processor circuit toreceive, via the transceiver, a request to display a confirmationgraphic, display the confirmation graphic, receive, via the transceiver,a pairing request from the AR device, and pair with the AR device inresponse to the pairing request.

A method, by an electronic gaming machine, of pairing an augmentedreality viewing device including a camera with the EGM according to someembodiments includes receiving a request to display a confirmationgraphic, displaying the confirmation graphic, receiving a pairingrequest from the AR device, and pairing with the AR device in responseto the pairing request.

Displaying the confirmation graphic may include displaying theconfirmation graphic on a primary display screen of the EGM, a secondarydisplay screen of the EGM, a credit meter, a win meter, and/or a servicewindow.

The request may be received from a remote host that is separate from theAR device and/or from the AR device.

The method may further include receiving a first pairing code from aremote host, receiving a second pairing code from the AR device,comparing the first pairing code and the second pairing code, and paringwith the AR device in response to the comparison.

The method may further include transmitting a first pairing code to theAR device via a first wireless network, receiving a second pairing codefrom the AR device via a second wireless network, comparing the firstpairing code and the second pairing code, and paring with the AR devicein response to the comparison.

Other EGM Features

Embodiments described herein may be implemented in variousconfigurations for EGMs 100 s, including but not limited to: (1) adedicated EGM, wherein the computerized instructions for controlling anygames (which are provided by the EGM) are provided with the EGM prior todelivery to a gaming establishment; and (2) a changeable EGM, where thecomputerized instructions for controlling any games (which are providedby the EGM) are downloadable to the EGM through a data network when theEGM is in a gaming establishment. In some embodiments, the computerizedinstructions for controlling any games are executed by at least onecentral server, central controller or remote host. In such a “thinclient” embodiment, the central server remotely controls any games (orother suitable interfaces) and the EGM is utilized to display such games(or suitable interfaces) and receive one or more inputs or commands froma player. In another embodiment, the computerized instructions forcontrolling any games are communicated from the central server, centralcontroller or remote host to a EGM local processor circuit and memorydevices. In such a “thick client” embodiment, the EGM local processorcircuit executes the communicated computerized instructions to controlany games (or other suitable interfaces) provided to a player.

In some embodiments, an EGM may be operated by a mobile device, such asa mobile telephone, tablet other mobile computing device.

In some embodiments, one or more EGMs in a gaming system may be thinclient EGMs and one or more EGMs in the gaming system may be thickclient EGMs. In another embodiment, certain functions of the EGM areimplemented in a thin client environment and certain other functions ofthe EGM are implemented in a thick client environment. In one suchembodiment, computerized instructions for controlling any primary gamesare communicated from the central server to the EGM in a thick clientconfiguration and computerized instructions for controlling anysecondary games or bonus functions are executed by a central server in athin client configuration.

The present disclosure contemplates a variety of different gamingsystems each having one or more of a plurality of different features,attributes, or characteristics. It should be appreciated that a “gamingsystem” as used herein refers to various configurations of: (a) one ormore central servers, central controllers, or remote hosts; (b) one ormore EGMs; and/or (c) one or more personal EGMs, such as desktopcomputers, laptop computers, tablet computers or computing devices,personal digital assistants (PDAs), mobile telephones such as smartphones, and other mobile computing devices.

In certain such embodiments, computerized instructions for controllingany games (such as any primary or base games and/or any secondary orbonus games) displayed by the EGM are executed by the central server,central controller, or remote host. In such “thin client” embodiments,the central server, central controller, or remote host remotely controlsany games (or other suitable interfaces) displayed by the EGM, and theEGM is utilized to display such games (or suitable interfaces) and toreceive one or more inputs or commands. In other such embodiments,computerized instructions for controlling any games displayed by the EGMare communicated from the central server, central controller, or remotehost to the EGM and are stored in at least one memory device of the EGM.In such “thick client” embodiments, the at least one processor circuitof the EGM executes the computerized instructions to control any games(or other suitable interfaces) displayed by the EGM.

In some embodiments in which the gaming system includes: (a) an EGMconfigured to communicate with a central server, central controller, orremote host through a data network; and/or (b) a plurality of EGMsconfigured to communicate with one another through a data network, thedata network is an internet or an intranet. In certain such embodiments,an internet browser of the EGM is usable to access an internet game pagefrom any location where an internet connection is available. In one suchembodiment, after the internet game page is accessed, the centralserver, central controller, or remote host identifies a player prior toenabling that player to place any wagers on any plays of any wageringgames. In one example, the central server, central controller, or remotehost identifies the player by requiring a player account of the playerto be logged into via an input of a unique username and passwordcombination assigned to the player. It should be appreciated, however,that the central server, central controller, or remote host may identifythe player in any other suitable manner, such as by validating a playertracking identification number associated with the player; by reading aplayer tracking card or other smart card inserted into a card reader (asdescribed below); by validating a unique player identification numberassociated with the player by the central server, central controller, orremote host; or by identifying the EGM, such as by identifying the MACaddress or the IP address of the internet facilitator. In variousembodiments, once the central server, central controller, or remote hostidentifies the player, the central server, central controller, or remotehost enables placement of one or more wagers on one or more plays of oneor more primary or base games and/or one or more secondary or bonusgames, and displays those plays via the internet browser of the EGM.

It should be appreciated that the central server, central controller, orremote host and the EGM are configured to connect to the data network orremote communications link in any suitable manner. In variousembodiments, such a connection is accomplished via: a conventional phoneline or other data transmission line, a digital subscriber line (DSL), aT-1 line, a coaxial cable, a fiber optic cable, a wireless or wiredrouting device, a mobile communications network connection (such as acellular network or mobile internet network), or any other suitablemedium. It should be appreciated that the expansion in the quantity ofcomputing devices and the quantity and speed of internet connections inrecent years increases opportunities for players to use a variety ofEGMs to play games from an ever-increasing quantity of remote sites. Itshould also be appreciated that the enhanced bandwidth of digitalwireless communications may render such technology suitable for some orall communications, particularly if such communications are encrypted.Higher data transmission speeds may be useful for enhancing thesophistication and response of the display and interaction with players.

Further Definitions and Embodiments

In the above-description of various embodiments, various aspects may beillustrated and described herein in any of a number of patentableclasses or contexts including any new and useful process, machine,manufacture, or composition of matter, or any new and useful improvementthereof. Accordingly, various embodiments described herein may beimplemented entirely by hardware, entirely by software (includingfirmware, resident software, micro-code, etc.) or by combining softwareand hardware implementation that may all generally be referred to hereinas a “circuit,” “module,” “component,” or “system.” Furthermore, variousembodiments described herein may take the form of a computer programproduct comprising one or more computer readable media having computerreadable program code embodied thereon.

Any combination of one or more computer readable media may be used. Thecomputer readable media may be a computer readable signal medium or anon-transitory computer readable storage medium. A computer readablestorage medium may be, for example, but not limited to, an electronic,magnetic, optical, electromagnetic, or semiconductor system, apparatus,or device, or any suitable combination of the foregoing. More specificexamples (a non-exhaustive list) of the computer readable storage mediumwould include the following: a portable computer diskette, a hard disk,a random access memory (RAM), a read-only memory (ROM), an erasableprogrammable read-only memory (EPROM or Flash memory), an appropriateoptical fiber with a repeater, a portable compact disc read-only memory(CD-ROM), an optical storage device, a magnetic storage device, or anysuitable combination of the foregoing. In the context of this document,a computer readable storage medium may be any tangible non-transitorymedium that can contain, or store a program for use by or in connectionwith an instruction execution system, apparatus, or device.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. Such a propagated signal may takeany of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device. Program codeembodied on a computer readable signal medium may be transmitted usingany appropriate medium, including but not limited to wireless, wireline,optical fiber cable, RF, etc., or any suitable combination of theforegoing.

Computer program code for carrying out operations for aspects of thepresent disclosure may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Scala, Smalltalk, Eiffel, JADE, Emerald, C++, C#, VB.NET,Python or the like, conventional procedural programming languages, suchas the “C” programming language, Visual Basic, Fortran 2003, Perl, COBOL2002, PHP, ABAP, dynamic programming languages such as Python, Ruby andGroovy, or other programming languages. The program code may executeentirely on the user's computer, partly on the user's computer, as astand-alone software package, partly on the user's computer and partlyon a remote computer or entirely on the remote computer or server. Inthe latter scenario, the remote computer may be connected to the user'scomputer through any type of network, including a local area network(LAN) or a wide area network (WAN), or the connection may be made to anexternal computer (for example, through the Internet using an InternetService Provider) or in a cloud computing environment or offered as aservice such as a Software as a Service (SaaS).

Various embodiments were described herein with reference to flowchartillustrations and/or block diagrams of methods, apparatus (systems),devices and computer program products according to various embodimentsdescribed herein. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor circuit of a general purpose computer,special purpose computer, or other programmable data processingapparatus to produce a machine, such that the instructions, whichexecute via the processor circuit of the computer or other programmableinstruction execution apparatus, create a mechanism for implementing thefunctions/acts specified in the flowchart and/or block diagram block orblocks.

These computer program instructions may also be stored in anon-transitory computer readable medium that when executed can direct acomputer, other programmable data processing apparatus, or other devicesto function in a particular manner, such that the instructions whenstored in the computer readable medium produce an article of manufactureincluding instructions which when executed, cause a computer toimplement the function/act specified in the flowchart and/or blockdiagram block or blocks. The computer program instructions may also beloaded onto a computer, other programmable instruction executionapparatus, or other devices to cause a series of operational steps to beperformed on the computer, other programmable apparatuses or otherdevices to produce a computer implemented process such that theinstructions which execute on the computer or other programmableapparatus provide processes for implementing the functions/actsspecified in the flowchart and/or block diagram block or blocks.

The flowchart and block diagrams in the figures illustrate thearchitecture, functionality, and operation of possible implementationsof systems, methods, and computer program products according to variousaspects of the present disclosure. In this regard, each block in theflowchart or block diagrams may represent a module, segment, or portionof code, which comprises one or more executable instructions forimplementing the specified logical function(s). It should also be notedthat, in some alternative implementations, the functions noted in theblock may occur out of the order noted in the figures. For example, twoblocks shown in succession may, in fact, be executed substantiallyconcurrently, or the blocks may sometimes be executed in the reverseorder, depending upon the functionality involved. It will also be notedthat each block of the block diagrams and/or flowchart illustration, andcombinations of blocks in the block diagrams and/or flowchartillustration, can be implemented by special purpose hardware-basedsystems that perform the specified functions or acts, or combinations ofspecial purpose hardware and computer instructions.

The terminology used herein is for the purpose of describing particularaspects only and is not intended to be limiting of the disclosure. Asused herein, the singular forms “a”, “an” and “the” are intended toinclude the plural forms as well, unless the context clearly indicatesotherwise. It will be further understood that the terms “comprises”and/or “comprising,” when used in this specification, specify thepresence of stated features, steps, operations, elements, and/orcomponents, but do not preclude the presence or addition of one or moreother features, steps, operations, elements, components, and/or groupsthereof. As used herein, the term “and/or” includes any and allcombinations of one or more of the associated listed items and may bedesignated as “/”. Like reference numbers signify like elementsthroughout the description of the figures.

Many different embodiments have been disclosed herein, in connectionwith the above description and the drawings. It will be understood thatit would be unduly repetitious and obfuscating to literally describe andillustrate every combination and subcombination of these embodiments.Accordingly, all embodiments can be combined in any way and/orcombination, and the present specification, including the drawings,shall be construed to constitute a complete written description of allcombinations and subcombinations of the embodiments described herein,and of the manner and process of making and using them, and shallsupport claims to any such combination or subcombination.

1. An augmented reality (AR) device, comprising: a processor circuit; amemory coupled to the processor circuit; a wireless transceiver coupledto the processor circuit; and a camera coupled to the processor circuit;wherein the memory comprises computer readable instructions that causethe processor circuit to: generate an image of a first plurality ofelectronic gaming machines (EGMs) using the camera; determine a currentlocation of the AR device; access an EGM database comprising EGM datafor a second plurality of EGMs; based on the current location of the ARdevice, select a plurality of candidate EGMs from the second pluralityof EGMs, wherein each candidate EGM of the of the plurality of candidateEGMs comprises a known location corresponding to the current location ofthe AR device; based on the image of the first plurality of EGMs,generate a correlation between the plurality of EGMs with acorresponding subset of the plurality of candidate EGMs; obtain, basedon the correlation, a network address associated with a first EGM of theplurality of EGMs; transmit a registration message using the wirelesstransceiver to the network address associated with the first EGM; andreceive a registration response using the wireless transceiver from theEGM in response to the registration message.
 2. The AR device of claim1, wherein the computer readable instruction that cause the processorcircuit to generate the correlation further cause the processor circuitto: identify, from the image, a visible feature associated with thefirst EGM; and determine that one of the subset of the plurality ofcandidate EGMs is associated with the visible feature.
 3. The AR deviceof claim 2, wherein the visible feature comprises a credit meterdisplayed on a display screen of the first EGM, wherein the credit metercomprises a current credit balance of a player playing at the first EGM.4. The AR device of claim 1, wherein the computer readable instructionsfurther cause the processor circuit to: transmit a request to the firstEGM to display a predetermined graphic at an identified location on thefirst EGM; generate a second image of the first EGM that comprises theidentified location; and analyze the second image of the first EGM todetermine if the predetermined graphic is displayed on the first EGM atthe identified location.
 5. The AR device of claim 1, wherein thecomputer readable instructions further cause the processor circuit to:transmit the image to a remote host; and receive the network address ofthe first EGM from the remote host.
 6. The AR device of claim 1, furthercomprising an AR display, wherein the computer readable instructionsfurther cause the processor circuit to: display an AR graphic on the ARdisplay to visually augment the first EGM to a user of the AR device;and display an indication on the AR display requesting confirmation fromthe user of the AR device that the user desires to pair the AR devicewith the first EGM.
 7. The AR device of claim 1, wherein theregistration message and registration response are transmitted over awireless local area network (LAN).
 8. The AR device of claim 7, whereinthe computer readable instructions further cause the processor circuitto: receive a pairing code associated with the first EGM over thewireless LAN; and transmit the pairing code to the first EGM over asecond wireless network that is different from the wireless LAN.
 9. TheAR device of claim 8, wherein the second wireless network comprises aBluetooth network, and wherein the pairing code comprises a Bluetoothpairing code.
 10. The AR device of claim 1, wherein the computerreadable instructions further cause the processor circuit to: analyzethe image of the first EGM to determine the network address of the firstEGM.
 11. The AR device of claim 1, wherein the computer readableinstructions further cause the processor circuit to: determine a gamestate of the first EGM based on the image; request game stateinformation for the plurality of candidate EGMs from a remote host; andcompare the game state of the first EGM to the game state informationfor the plurality of candidate EGMs to identify the first EGM.
 12. TheAR device of claim 1, wherein the computer readable instructions furthercause the processor circuit to: send a request to a remote host to causethe first EGM to display a unique graphic; analyze the image todetermine that the unique graphic is being displayed by the first EGM;and in response to determining that the unique graphic is beingdisplayed by the first EGM, obtain the network address of the first EGMfrom the remote host.
 13. A host computer system, comprising: aprocessor circuit; a memory coupled to the processor circuit; and atransceiver coupled to the processor circuit; wherein the memorycomprises computer readable instructions that cause the processorcircuit to: receive, via the transceiver, an image of a plurality ofelectronic gaming machines (EGMs) from an augmented reality (AR) device,the image comprising a first feature of a first EGM of the plurality ofEGMs and a second feature of a second EGM of the plurality of EGMs;identify the first EGM based on the first feature and the second featurein the image; and transmit, via the transceiver, identity informationregarding the first EGM to the AR device.
 14. The host computer systemof claim 13, wherein the computer readable instructions further causethe processor circuit to: transmit a pairing code to the first EGM. 15.The host computer system of claim 13, wherein the computer readableinstructions further cause the processor circuit to: receive a requestfrom the AR device to cause the first EGM to display a unique graphic;and in response to the request, send a message to the first EGM todisplay the unique graphic.
 16. The host computer system of claim 13,wherein the computer readable instructions further cause the processorcircuit to: receive position and orientation information relating to theAR device from the AR device, wherein identifying the first EGM based onthe first feature and the second feature in the image of the first EGMfurther comprises identifying the first EGM based on the first featureand the second feature in the image of the first EGM and the positionand orientation information relating to the AR device.
 17. The hostcomputer system of claim 13, wherein the computer readable instructionsfurther cause the processor circuit to: receive a request from the ARdevice for game state information regarding the plurality of EGMs;determine game states of the plurality of EGMs; and transmit the gamestates of the plurality of EGMs to the AR device. 18-20. (canceled) 21.A method comprising: generating an image of a first plurality ofelectronic gaming machines (EGMs) using a camera of an augmented reality(AR) device; determining a current location of the AR device; accessingan EGM database comprising EGM data for a second plurality of EGMs;based on the current location of the AR device, selecting a plurality ofcandidate EGMs from the second plurality of EGMs, wherein each candidateEGM of the of the plurality of candidate EGMs comprises a known locationcorresponding to the current location of the AR device; based on theimage of the first plurality of EGMs, generating a correlation betweenthe plurality of EGMs with a corresponding subset of the plurality ofcandidate EGMs; obtaining, based on the correlation, a network addressassociated with a first EGM of the plurality of EGMs; transmitting aregistration message using a wireless transceiver of the AR device tothe network address associated with the first EGM; and receiving aregistration response using the wireless transceiver from the EGM inresponse to the registration message.
 22. The method of claim 21,wherein generating the correlation further comprises: identifying, fromthe image, a visible feature associated with the first EGM; anddetermining that one of the subset of the plurality of candidate EGMs isassociated with the visible feature.
 23. The method of claim 22, whereinthe visible feature comprises game feature graphic displayed on adisplay screen of the first EGM, wherein the game feature graphic isindicative of a game state of a wagering game.